View Full Version : What do you use for antialiasing?
Chainmax
6th October 2006, 17:42
While looking on the MediaWiki for antialiasing filters and functions, I found a big list. TIsophote seems to be doing a great job, but I was wondering what do you guys use on live action content and what do you use on animated content and why do you prefer it.
unskinnyboy
6th October 2006, 19:26
For an encode of Akira, I had done some comparisons and remember going with AAA because I liked the results. TIsophote didn't looked good to me then (problem was it that it seemed to blur the image more than AAA). AAA was damn slow though (much, much slower than TIsophote). This was about ~2 years ago, but I don't think either of these have been updated since then.
Fizick
6th October 2006, 22:31
unskinnyboy,
what is AAA? and where?
unskinnyboy
6th October 2006, 22:44
unskinnyboy,
what is AAA? and where?
# AAA - AnimeAntiAliasing
#
# Thanks @ Didée, mf, Akirasuto, SpikeSpiegel & ScharfisBrain...
#________________________________________________________________________________________
#
# Usage: AAA(Xres, Yres, Xshrp, Yshrp, Us, Ds, chroma)
#________________________________________________________________________________________
#
# Xres/Yres = The final resolution... InputSize = OutputSize is the default
#
# Xshrp/Yshrp = Unfilter strength... Settings of 15,15 are the defaults
#
# Us = Resizer for upsampling... 0 = PointResize (default) / 1 = Lanczos
#
# Ds = Resizer for downsampling... 0 = Bilinear (default) / 1 = Bicubic / 2 = Lanczos
#
# Chroma = Enable/disable chroma antialiasing... Disable = false (default) / enable = true
#________________________________________________________________________________________
#
# Example...
#
# Import("C:\Programme\AviSynth 2.5\plugins\AAA.avs")
#
# AAA(720,576,20,20,1,2,chroma=false)
#________________________________________________________________________________________
function AAA(clip clp, int "Xres", int "Yres", int "Xshrp", int "Yshrp",
\ int "US", int "DS", bool "chroma")
{
clp = clp.isYV12() ? clp : clp.ConvertToYV12()
ox = clp.width
oy = clp.height
Xres = default(Xres, ox)
Yres = default(Yres, oy)
us = default(us, 1)
ds = default(ds, 2)
Xshrp = default(Xshrp, 15)
Yshrp = default(Yshrp, 15)
chroma = default(chroma, false)
us==0 ? clp.PointResize(ox*2,oy*2) : clp.LanczosResize(ox*2,oy*2)
TurnLeft()
SangNom()
TurnRight()
SangNom()
ds==0 ? BilinearResize(Xres,Yres) :
\ ds==1 ? BicubicResize(Xres,Yres) :
\ LanczosResize(Xres,Yres)
Unfilter(Xshrp,Yshrp)
chroma ? MergeChroma(clp.Lanczosresize(Xres,Yres)) : last
}
Chainmax
7th October 2006, 05:05
It would be awesome if someone could isolate the antialiasing portion from the FFDShow version of HQ2X, that filter works wonders in that regard.
Fizick
7th October 2006, 07:23
unskinnyboy,
thanks.
Search give me 0 results for 'aaa', but quite good thread for
'AnimeAntiAliasing'
http://forum.doom9.org/showthread.php?t=83396
Chainmax,
resently I look to Hq2x (and to Scale2x too),
but AA can not be simple 'isolated'.
unskinnyboy
7th October 2006, 07:39
Search give me 0 results for 'aaa'
For your future reference, if you want to search for a 3 letter word like aaa, search for aaa* instead. vBulletin won't search or index words with <= 3 letters by default.
Chainmax
7th October 2006, 16:35
...
Chainmax,
resently I look to Hq2x (and to Scale2x too),
but AA can not be simple 'isolated'.
I was afraid it wouldn't, the technical explanation on the HQ3X page (http://hiend3d.com/hq3x.html) does make it sound like the AA is grafted within the resizing. What about just using HQ2X and then resizing back to the original resolution? That should still result in aceptable AA, right?
It would only be a case of finding someone to port FFDShow's HQ2X to assembler so that it's faster....does anyone know if Tom Barry is still around so I can ask him if he would give it a shot?
Chainmax
14th October 2006, 04:18
By the way unskinnyboy, those comparisons you made between TIsophote and AAA were done on animated or live-action content?
P.S: what are AAA's dependencies? SangNom and WarpSharp?
Fizick
14th October 2006, 16:59
FFDShow uses 2xSai (hq2x) with some assembler MMX
unskinnyboy
15th October 2006, 01:00
By the way unskinnyboy, those comparisons you made between TIsophote and AAA were done on animated or live-action content?Anime. Akira is Anime. And like the name suggests, AnimeAntiAliasing is designed for Anime.
P.S: what are AAA's dependencies? SangNom and WarpSharp?Nope. SangNom and Unfilter.
function AAA(......)
{
.......
TurnLeft().SangNom().TurnRight().SangNom()
......
Unfilter(Xshrp,Yshrp)
......
}
Chainmax
16th October 2006, 02:26
Fizick: 2xSAI is not the same thing as HQ2X. See here (http://hiend3d.com/hq2x.html).
unskinnyboy: I know Akira is anime, I was wondering if you tried it in live action footage as that what I need to use it on.
unskinnyboy
16th October 2006, 02:46
unskinnyboy: I know Akira is anime, I was wondering if you tried it in live action footage as that what I need to use it on.I haven't come across a lot of aliased live footage myself. Even when I have, the aliasing had been mild enough that I could live with it rather than the blurred picture one would get when using an anti-aliaser. If you have some good sample(s), we could all have a whack at it.
Chainmax
16th October 2006, 03:29
Maybe I'm confusing aliasing with other kinds of artifacts. I'll post a couple of pictures first.
Fizick
16th October 2006, 17:07
More precise statement: ffdshow source code file 2xsai.cpp contains source code for both 2xSai and hq2x, with MMX assembler instructions in hq2x part.
Deinorius
16th October 2006, 17:52
I see, that in AAA's Script Lanczosfilter is used. May be I'm right to use AAA instead of Resizing too?
Chainmax
16th October 2006, 18:56
More precise statement: ffdshow source code file 2xsai.cpp contains source code for both 2xSai and hq2x, with MMX assembler instructions in hq2x part.
That's good to hear :).
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